raze-gles/source/common/console/c_buttons.cpp
Christoph Oelckers 2997bb6292 - the keybinding menu is finally working.
Obviously the existing menu implementation from Duke Nukem needs to be tossed out at some point, but at least the functionality is there again.
2019-11-09 22:22:51 +01:00

500 lines
13 KiB
C++

/*
** c_dispatch.cpp
** Functions for executing console commands and aliases
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "c_buttons.h"
#include "printf.h"
#include "cmdlib.h"
#include "c_dispatch.h"
#include "gamecontrol.h"
ButtonMap buttonMap;
struct ButtonDesc
{
int index;
const char *name;
};
static const ButtonDesc gamefuncs[] = {
{ gamefunc_Move_Forward, "Move_Forward"},
{ gamefunc_Move_Backward, "Move_Backward"},
{ gamefunc_Turn_Left, "Turn_Left"},
{ gamefunc_Turn_Right, "Turn_Right"},
{ gamefunc_Strafe, "Strafe"},
{ gamefunc_Fire, "Fire"},
{ gamefunc_Open, "Open"},
{ gamefunc_Run, "Run"},
{ gamefunc_Alt_Fire, "Alt_Fire"},
{ gamefunc_Jump, "Jump"},
{ gamefunc_Crouch, "Crouch"},
{ gamefunc_Look_Up, "Look_Up"},
{ gamefunc_Look_Down, "Look_Down"},
{ gamefunc_Look_Left, "Look_Left"},
{ gamefunc_Look_Right, "Look_Right"},
{ gamefunc_Strafe_Left, "Strafe_Left"},
{ gamefunc_Strafe_Right, "Strafe_Right"},
{ gamefunc_Aim_Up, "Aim_Up"},
{ gamefunc_Aim_Down, "Aim_Down"},
{ gamefunc_Weapon_1, "Weapon_1"},
{ gamefunc_Weapon_2, "Weapon_2"},
{ gamefunc_Weapon_3, "Weapon_3"},
{ gamefunc_Weapon_4, "Weapon_4"},
{ gamefunc_Weapon_5, "Weapon_5"},
{ gamefunc_Weapon_6, "Weapon_6"},
{ gamefunc_Weapon_7, "Weapon_7"},
{ gamefunc_Weapon_8, "Weapon_8"},
{ gamefunc_Weapon_9, "Weapon_9"},
{ gamefunc_Weapon_10, "Weapon_10"},
{ gamefunc_Inventory, "Inventory"},
{ gamefunc_Inventory_Left, "Inventory_Left"},
{ gamefunc_Inventory_Right, "Inventory_Right"},
{ gamefunc_Holo_Duke, "Holo_Duke"},
{ gamefunc_Jetpack, "Jetpack"},
{ gamefunc_NightVision, "NightVision"},
{ gamefunc_MedKit, "MedKit"},
{ gamefunc_TurnAround, "Turn_Around"},
{ gamefunc_SendMessage, "Send_Message"},
{ gamefunc_Map, "Map"},
{ gamefunc_Shrink_Screen, "Shrink_Screen"},
{ gamefunc_Enlarge_Screen, "Enlarge_Screen"},
{ gamefunc_Center_View, "Center_View"},
{ gamefunc_Holster_Weapon, "Holster_Weapon"},
{ gamefunc_Show_Opponents_Weapon, "Show_Opponents_Weapon"},
{ gamefunc_Map_Follow_Mode, "Map_Follow_Mode"},
{ gamefunc_See_Coop_View, "See_Coop_View"},
{ gamefunc_Mouse_Aiming, "Mouse_Aiming"},
{ gamefunc_Toggle_Crosshair, "Toggle_Crosshair"},
{ gamefunc_Steroids, "Steroids"},
{ gamefunc_Quick_Kick, "Quick_Kick"},
{ gamefunc_Next_Weapon, "Next_Weapon"},
{ gamefunc_Previous_Weapon, "Previous_Weapon"},
{ gamefunc_Show_Console, "Show_Console"},
{ gamefunc_Show_DukeMatch_Scores, "Show_DukeMatch_Scores"},
{ gamefunc_Dpad_Select, "Dpad_Select"},
{ gamefunc_Dpad_Aiming, "Dpad_Aiming"},
{ gamefunc_AutoRun, "AutoRun"},
{ gamefunc_Last_Weapon, "Last_Used_Weapon"},
{ gamefunc_Quick_Save, "Quick_Save"},
{ gamefunc_Quick_Load, "Quick_Load"},
{ gamefunc_Alt_Weapon, "Alt_Weapon"},
{ gamefunc_Third_Person_View, "Third_Person_View"},
{ gamefunc_Toggle_Crouch, "Toggle_Crouch"},
{ gamefunc_See_Chase_View, "See_Chase_View"}, // the following were added by Blood
{ gamefunc_BeastVision, "BeastVision"},
{ gamefunc_CrystalBall, "CrystalBall"},
{ gamefunc_JumpBoots, "JumpBoots"},
{ gamefunc_ProximityBombs, "ProximityBombs"},
{ gamefunc_RemoteBombs, "RemoteBombs"},
{ gamefunc_Smoke_Bomb, "Smoke_Bomb" },
{ gamefunc_Gas_Bomb, "Gas_Bomb" },
{ gamefunc_Flash_Bomb, "Flash_Bomb" },
{ gamefunc_Caltrops, "Calitrops" },
};
static const ButtonDesc gamealiases_Duke3D[] = {
{ gamefunc_BeastVision, ""},
{ gamefunc_CrystalBall, ""},
{ gamefunc_ProximityBombs, ""},
{ gamefunc_RemoteBombs, ""},
{ gamefunc_Smoke_Bomb, "" },
{ gamefunc_Gas_Bomb, "" },
{ gamefunc_Flash_Bomb, "" },
{ gamefunc_Caltrops, "" },
};
static const ButtonDesc gamealiases_Nam[] = {
{ gamefunc_Holo_Duke, "Holo_Soldier"},
{ gamefunc_Jetpack, "Huey"},
{ gamefunc_Steroids, "Tank_Mode"},
{ gamefunc_Show_DukeMatch_Scores, "Show_GruntMatch_Scores"},
{ gamefunc_BeastVision, ""},
{ gamefunc_CrystalBall, ""},
{ gamefunc_ProximityBombs, ""},
{ gamefunc_RemoteBombs, ""},
{ gamefunc_Smoke_Bomb, "" },
{ gamefunc_Gas_Bomb, "" },
{ gamefunc_Flash_Bomb, "" },
{ gamefunc_Caltrops, "" },
};
static const ButtonDesc gamealiases_WW2GI[] = {
{ gamefunc_Holo_Duke, "Fire Mission"},
{ gamefunc_Jetpack, ""},
{ gamefunc_Steroids, "Smokes"},
{ gamefunc_Show_DukeMatch_Scores, "Show_GIMatch_Scores"},
{ gamefunc_BeastVision, ""},
{ gamefunc_CrystalBall, ""},
{ gamefunc_ProximityBombs, ""},
{ gamefunc_RemoteBombs, ""},
{ gamefunc_Smoke_Bomb, "" },
{ gamefunc_Gas_Bomb, "" },
{ gamefunc_Flash_Bomb, "" },
{ gamefunc_Caltrops, "" },
};
static const ButtonDesc gamealiases_RR[] = {
{ gamefunc_Holo_Duke, "Beer"},
{ gamefunc_Jetpack, "Cow Pie"},
{ gamefunc_NightVision, "Yeehaa"},
{ gamefunc_MedKit, "Whiskey"},
{ gamefunc_Steroids, "Moonshine"},
{ gamefunc_Quick_Kick, "Pee"},
{ gamefunc_Show_DukeMatch_Scores, "Show_Scores"},
{ gamefunc_Alt_Fire, ""},
{ gamefunc_BeastVision, ""},
{ gamefunc_CrystalBall, ""},
{ gamefunc_ProximityBombs, ""},
{ gamefunc_RemoteBombs, ""},
{ gamefunc_Smoke_Bomb, "" },
{ gamefunc_Gas_Bomb, "" },
{ gamefunc_Flash_Bomb, "" },
{ gamefunc_Caltrops, "" },
};
static const ButtonDesc gamealiases_Blood[] = {
{ gamefunc_Holo_Duke, ""},
{ gamefunc_JumpBoots, "JumpBoots"},
{ gamefunc_Steroids, ""},
{ gamefunc_Quick_Kick, ""},
{ gamefunc_Show_DukeMatch_Scores, ""},
{ gamefunc_Alt_Weapon, ""},
{ gamefunc_Smoke_Bomb, "" },
{ gamefunc_Gas_Bomb, "" },
{ gamefunc_Flash_Bomb, "" },
{ gamefunc_Caltrops, "" },
};
static const ButtonDesc gamealiases_SW[] = {
{ gamefunc_Holo_Duke, ""},
{ gamefunc_Jetpack, ""},
{ gamefunc_NightVision, ""},
{ gamefunc_MedKit, ""},
{ gamefunc_Steroids, ""},
{ gamefunc_Quick_Kick, ""},
{ gamefunc_Show_DukeMatch_Scores, ""},
{ gamefunc_Smoke_Bomb, "" },
{ gamefunc_Gas_Bomb, "" },
{ gamefunc_Flash_Bomb, "" },
{ gamefunc_Caltrops, "" },
};
// This is for use by the tab command builder which can run before the optimized tables are initialized.
const char* StaticGetButtonName(int32_t func)
{
for (auto& entry : gamefuncs)
if (entry.index == func) return entry.name;
return "";
}
//=============================================================================
//
//
//
//=============================================================================
ButtonMap::ButtonMap()
{
for(auto &gf : gamefuncs)
{
NameToNum.Insert(gf.name, gf.index);
NumToAlias[gf.index] = NumToName[gf.index] = gf.name;
}
}
//=============================================================================
//
//
//
//=============================================================================
void ButtonMap::SetGameAliases()
{
// Ion Fury hacks this together from the CON script and uses the same table as Duke Nukem
if (g_gameType & (GAMEFLAG_DUKE|GAMEFLAG_FURY))
{
for (auto& gf : gamealiases_Duke3D)
{
NumToAlias[gf.index] = gf.name;
}
}
if (g_gameType & GAMEFLAG_NAM)
{
for (auto& gf : gamealiases_Nam)
{
NumToAlias[gf.index] = gf.name;
}
}
if (g_gameType & GAMEFLAG_WW2GI)
{
for (auto& gf : gamealiases_WW2GI)
{
NumToAlias[gf.index] = gf.name;
}
}
if (g_gameType & (GAMEFLAG_RR|GAMEFLAG_RRRA))
{
for (auto& gf : gamealiases_RR)
{
NumToAlias[gf.index] = gf.name;
}
}
if (g_gameType & GAMEFLAG_BLOOD)
{
for (auto& gf : gamealiases_Blood)
{
NumToAlias[gf.index] = gf.name;
}
}
if (g_gameType & GAMEFLAG_SW)
{
for (auto& gf : gamealiases_SW)
{
NumToAlias[gf.index] = gf.name;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
int ButtonMap::ListActionCommands (const char *pattern)
{
char matcher[32];
int count = 0;
for (int i = 0; i < NumButtons(); i++)
{
if (NumToAlias[i].IsEmpty()) continue; // do not list buttons that were removed from the alias list
if (pattern == NULL || CheckWildcards (pattern,
(snprintf (matcher, countof(matcher), "+%s", NumToName[i].GetChars()), matcher)))
{
Printf ("+%s\n", NumToName[i]);
count++;
}
if (pattern == NULL || CheckWildcards (pattern,
(snprintf (matcher, countof(matcher), "-%s", NumToName[i].GetChars()), matcher)))
{
Printf ("-%s\n", NumToName[i]);
count++;
}
}
return count;
}
//=============================================================================
//
//
//
//=============================================================================
int ButtonMap::FindButtonIndex (const char *key) const
{
if (!key) return -1;
FName name(key, true);
if (name == NAME_None) return -1;
auto res = NameToNum.CheckKey(name);
if (!res) return -1;
return *res;
}
//=============================================================================
//
//
//
//=============================================================================
void ButtonMap::ResetButtonTriggers ()
{
for (auto &button : Buttons)
{
button.ResetTriggers ();
}
}
//=============================================================================
//
//
//
//=============================================================================
void ButtonMap::ResetButtonStates ()
{
for (auto &button : Buttons)
{
button.ReleaseKey (0);
button.ResetTriggers ();
}
}
//=============================================================================
//
//
//
//=============================================================================
void ButtonMap::SetButtonAlias(int num, const char *text)
{
if ((unsigned)num >= (unsigned)NUMGAMEFUNCTIONS)
return;
NumToAlias[num] = text;
NameToNum.Insert(text, num);
}
//=============================================================================
//
//
//
//=============================================================================
void ButtonMap::ClearButtonAlias(int num)
{
if ((unsigned)num >= (unsigned)NUMGAMEFUNCTIONS)
return;
NumToAlias[num] = "";
}
//=============================================================================
//
//
//
//=============================================================================
bool FButtonStatus::PressKey (int keynum)
{
int i, open;
keynum &= KEY_DBLCLICKED-1;
if (keynum == 0)
{ // Issued from console instead of a key, so force on
Keys[0] = 0xffff;
for (i = MAX_KEYS-1; i > 0; --i)
{
Keys[i] = 0;
}
}
else
{
for (i = MAX_KEYS-1, open = -1; i >= 0; --i)
{
if (Keys[i] == 0)
{
open = i;
}
else if (Keys[i] == keynum)
{ // Key is already down; do nothing
return false;
}
}
if (open < 0)
{ // No free key slots, so do nothing
Printf ("More than %u keys pressed for a single action!\n", MAX_KEYS);
return false;
}
Keys[open] = keynum;
}
uint8_t wasdown = bDown;
bDown = bWentDown = true;
// Returns true if this key caused the button to go down.
return !wasdown;
}
//=============================================================================
//
//
//
//=============================================================================
bool FButtonStatus::ReleaseKey (int keynum)
{
int i, numdown, match;
uint8_t wasdown = bDown;
keynum &= KEY_DBLCLICKED-1;
if (keynum == 0)
{ // Issued from console instead of a key, so force off
for (i = MAX_KEYS-1; i >= 0; --i)
{
Keys[i] = 0;
}
bWentUp = true;
bDown = false;
}
else
{
for (i = MAX_KEYS-1, numdown = 0, match = -1; i >= 0; --i)
{
if (Keys[i] != 0)
{
++numdown;
if (Keys[i] == keynum)
{
match = i;
}
}
}
if (match < 0)
{ // Key was not down; do nothing
return false;
}
Keys[match] = 0;
bWentUp = true;
if (--numdown == 0)
{
bDown = false;
}
}
// Returns true if releasing this key caused the button to go up.
return wasdown && !bDown;
}